
namespace Dict.DataModel
{
    public class TableGameConfigure
    {
        		/// <summary>
		/// 浮空-浮空伤害收益
		/// </summary>
		public double Float2Float2HP =1;
		/// <summary>
		/// 浮空-倒地伤害收益
		/// </summary>
		public double Float2Break2HP =1;
		/// <summary>
		/// 浮空-正常伤害收益
		/// </summary>
		public double Float2Normal2HP =1;
		/// <summary>
		/// 浮空-无状态伤害收益
		/// </summary>
		public double Float2None2HP =1;
		/// <summary>
		/// 倒地-浮空伤害收益
		/// </summary>
		public double Break2Float2HP =1;
		/// <summary>
		/// 倒地-倒地伤害收益
		/// </summary>
		public double Break2Break2HP =1;
		/// <summary>
		/// 倒地-正常伤害收益
		/// </summary>
		public double Break2Normal2HP =1;
		/// <summary>
		/// 倒地-无状态伤害收益
		/// </summary>
		public double Break2None2HP =1;
		/// <summary>
		/// 正常-浮空伤害收益
		/// </summary>
		public double Normal2Float2HP =1;
		/// <summary>
		/// 正常-倒地伤害收益
		/// </summary>
		public double Normal2Break2HP =1;
		/// <summary>
		/// 正常-正常伤害收益
		/// </summary>
		public double Normal2Normal2HP =1;
		/// <summary>
		/// 正常-无状态伤害收益
		/// </summary>
		public double Normal2None2HP =1;
		/// <summary>
		/// 无状态-浮空伤害收益
		/// </summary>
		public double None2Float2HP =1;
		/// <summary>
		/// 无状态-倒地伤害收益
		/// </summary>
		public double None2Break2HP =1;
		/// <summary>
		/// 无状态-正常伤害收益
		/// </summary>
		public double None2Normal2HP =1;
		/// <summary>
		/// 无状态-无状态伤害收益
		/// </summary>
		public double None2None2HP =1;
		/// <summary>
		/// 浮空-浮空怒气收益
		/// </summary>
		public double Float2Float2AP =1.3;
		/// <summary>
		/// 浮空-倒地怒气收益
		/// </summary>
		public double Float2Break2AP =1;
		/// <summary>
		/// 浮空-正常怒气收益
		/// </summary>
		public double Float2Normal2AP =1;
		/// <summary>
		/// 浮空-无状态怒气收益
		/// </summary>
		public double Float2None2AP =1;
		/// <summary>
		/// 倒地-浮空怒气收益
		/// </summary>
		public double Break2Float2AP =1.3;
		/// <summary>
		/// 倒地-倒地怒气收益
		/// </summary>
		public double Break2Break2AP =1;
		/// <summary>
		/// 倒地-正常怒气收益
		/// </summary>
		public double Break2Normal2AP =1;
		/// <summary>
		/// 倒地-无状态怒气收益
		/// </summary>
		public double Break2None2AP =1;
		/// <summary>
		/// 正常-浮空怒气收益
		/// </summary>
		public double Normal2Float2AP =1.3;
		/// <summary>
		/// 正常-倒地怒气收益
		/// </summary>
		public double Normal2Break2AP =1;
		/// <summary>
		/// 正常-正常怒气收益
		/// </summary>
		public double Normal2Normal2AP =1;
		/// <summary>
		/// 正常-无状态怒气收益
		/// </summary>
		public double Normal2None2AP =1;
		/// <summary>
		/// 无状态-浮空怒气收益
		/// </summary>
		public double None2Float2AP =1.3;
		/// <summary>
		/// 无状态-倒地怒气收益
		/// </summary>
		public double None2Break2AP =1;
		/// <summary>
		/// 无状态-正常怒气收益
		/// </summary>
		public double None2Normal2AP =1;
		/// <summary>
		/// 无状态-无状态怒气收益
		/// </summary>
		public double None2None2AP =1;
		/// <summary>
		/// 放大招需要的怒气值
		/// </summary>
		public int UTIL_TRIGGER_ANGERCOUNT =100;
		/// <summary>
		/// 最大怒气
		/// </summary>
		public int UTIL_MAXANGER =300;
		/// <summary>
		/// 最多行数
		/// </summary>
		public int HorizontalNum =3;
		/// <summary>
		/// 最多列数
		/// </summary>
		public int VerticalNum =5;
		/// <summary>
		/// 浮空持续时间（秒）
		/// </summary>
		public double FloatDuration =1.1;
		/// <summary>
		/// 倒地持续时间（秒）
		/// </summary>
		public double BreakDuration =2;
		/// <summary>
		/// 换阵时间限制（秒）
		/// </summary>
		public int TransLimitTime =20;
		/// <summary>
		/// 技能释放完毕，combo结束时间(秒)
		/// </summary>
		public double comboBreakTime =2;
		/// <summary>
		/// 进攻前进移动时间（秒）
		/// </summary>
		public double moveToSkillTime =0.5;
		/// <summary>
		/// 技能释放完等待后退（秒）
		/// </summary>
		public double endSkillToBackMoveTime =1;
		/// <summary>
		/// 进攻结束后退时间（秒）
		/// </summary>
		public double moveBackTime =0;
		/// <summary>
		/// 大招进攻移位时间（秒）
		/// </summary>
		public double ultMoveToSkillTime =2.5;
		/// <summary>
		/// 卡牌每获取1点经验所需的金币比例
		/// </summary>
		public double CardExp2Cion =1;
		/// <summary>
		/// 被击怒气增加基础值（已弃用）
		/// </summary>
		public int BeHitAddAngerBaseVal =0;
		/// <summary>
		/// 大招小回合CD
		/// </summary>
		public int UTL_Round_CoolDown =6;
		/// <summary>
		/// 技能小回合CD
		/// </summary>
		public int SKILL_Round_CoolDown =2;
		/// <summary>
		/// 界面展示大招的冷却回合，显示为：2个己方回合
		/// </summary>
		public int SkillCoolDown =2;
		/// <summary>
		/// 站位格子X Length
		/// </summary>
		public double FormationBlockX =1.6;
		/// <summary>
		/// 站位格子Z Length
		/// </summary>
		public double FormationBlockZ =1.6;
		/// <summary>
		/// 敌我双方站位距中心偏移量
		/// </summary>
		public double FormationCenterOffset =4;
		/// <summary>
		/// 玩家3站位坐标
		/// </summary>
		public string FormationPlayer3Pos ="-0.24,0,1.29";
		/// <summary>
		/// 玩家7站位坐标
		/// </summary>
		public string FormationPlayer7Pos ="-1.17,0,-0.43";
		/// <summary>
		/// 玩家9站位坐标
		/// </summary>
		public string FormationPlayer9Pos ="1.31,0,0.45";
		/// <summary>
		/// 玩家13站位坐标
		/// </summary>
		public string FormationPlayer13Pos ="0.38,0,-1.21";
		/// <summary>
		/// 连续攻击的超时时间
		/// </summary>
		public double ContinueAttackWaitTimeout =1;
		/// <summary>
		/// 大招结束摄像机时间（秒）
		/// </summary>
		public double UltimateEndCameraTime =2;
		/// <summary>
		/// 死亡特效ID
		/// </summary>
		public string DeadParticleId ="1";
		/// <summary>
		/// 冲刺特效ID
		/// </summary>
		public string RushParticleId ="2";
		/// <summary>
		/// 多个英雄同时攻击站位重叠距离
		/// </summary>
		public double AttackOverLapDistance =0.5;
		/// <summary>
		/// 大招爆气特效ID
		/// </summary>
		public string UltimateSingParticleId ="3";
		/// <summary>
		/// 等待释放大招的最后时限(秒)
		/// </summary>
		public double RoundWaitForUltimateTime =2;
		/// <summary>
		/// 回合开始的Logo显示时间（秒）
		/// </summary>
		public double ShowCampTime =1;
		/// <summary>
		/// 连击每增加Number值
		/// </summary>
		public int combohitAddNum =20;
		/// <summary>
		/// 连击每增加Number,伤害增加N%
		/// </summary>
		public double combohitdamageFactor =0;
		/// <summary>
		/// 回合开始N秒不操作进入自动战斗
		/// </summary>
		public double autobattle_watitimer =30;
		/// <summary>
		/// 战斗力计算公式攻击参数
		/// </summary>
		public double fightpower_att_factor =6;
		/// <summary>
		/// 战斗力计算公式生命参数
		/// </summary>
		public double fightpower_hp_factor =0.25;
		/// <summary>
		/// 战斗力计算公式物防参数
		/// </summary>
		public double fightpower_pdef_factor =10;
		/// <summary>
		/// 战斗力计算公式魔防参数
		/// </summary>
		public double fightpower_mdef_factor =10;
		/// <summary>
		/// 技能伤害计算系数1
		/// </summary>
		public double Skill_dmg_Factor1 =1;
		/// <summary>
		/// 技能伤害计算系数2
		/// </summary>
		public double Skill_dmg_Factor2 =-0.05;
		/// <summary>
		/// 技能伤害计算系数3
		/// </summary>
		public double Skill_dmg_Factor3 =0.05;
		/// <summary>
		/// 技能伤害计算系数4
		/// </summary>
		public double Skill_dmg_Factor4 =1;
		/// <summary>
		/// 被击怒气增加百分比
		/// </summary>
		public double BeHitAddAngerPercent =0;
		/// <summary>
		/// 宝物强化话费金币于经验值的系数
		/// </summary>
		public int TreasureStrengthCostExpToCoin =1;
		/// <summary>
		/// 卡牌经验副本消耗体力
		/// </summary>
		public int HeroExpCopyStamina =10;
		/// <summary>
		/// 饰品经验副本消耗体力
		/// </summary>
		public int TreasureExpCopyStamina =10;
		/// <summary>
		/// 金币副本消耗体力
		/// </summary>
		public int CoinCopyStamina =20;
		/// <summary>
		/// 极品精炼石副本消耗体力
		/// </summary>
		public int EquipRefineExpCopyStamina =20;
		/// <summary>
		/// 解放之石副本消耗体力
		/// </summary>
		public int AdvanceCopyStamina =30;
		/// <summary>
		/// 饰品精炼石消耗体力
		/// </summary>
		public int TreasureRefineExpCopyStamina =30;
		/// <summary>
		/// 卡牌经验副本开放星期
		/// </summary>
		public string HeroExpCopyOpenDay ="1,3,5,7";
		/// <summary>
		/// 饰品经验副本开放星期
		/// </summary>
		public string TreasureExpCopyOpenDay ="2,4,6,7";
		/// <summary>
		/// 金币副本开放星期
		/// </summary>
		public string CoinCopyOpenDay ="1,3,5,7";
		/// <summary>
		/// 极品精炼石副本开放星期
		/// </summary>
		public string EquipRefineExpCopyOpenDay ="2,4,6,7";
		/// <summary>
		/// 解放之石副本开放星期
		/// </summary>
		public string AdvanceCopyOpenDay ="1,3,5,7";
		/// <summary>
		/// 饰品精炼石开放星期
		/// </summary>
		public string TreasureRefineExpCopyOpenDay ="2,4,6,7";
		/// <summary>
		/// 浮空倒地状态闪避系数
		/// </summary>
		public double FloatBreakDodgeFactor =0.5;
		/// <summary>
		/// 装备精练消耗的道具
		/// </summary>
		public string EquipRefineCostItemEnum ="item_008,item_009,item_010,item_011";
		/// <summary>
		/// 英雄强化花费金币与经验值的系数
		/// </summary>
		public int HeroStrengthCostExpToCoin =1;
		/// <summary>
		/// 装备最大精炼等级
		/// </summary>
		public int EquipMaxRefineValue =50;
		/// <summary>
		/// 武者普通训练消耗
		/// </summary>
		public string WarriorTraining1 ="item_007,5";
		/// <summary>
		/// 武者中级训练消耗
		/// </summary>
		public string WarriorTraining2 ="item_007,4;coin,3000";
		/// <summary>
		/// 武者高级训练消耗
		/// </summary>
		public string WarriorTraining3 ="item_007,3;diamond,5";
		/// <summary>
		/// 竞技场机器人数量
		/// </summary>
		public int RobotPlayerNum =4000;
		/// <summary>
		/// PVP相关参数
		/// </summary>
		public double PVPPushLow =0.9;
		/// <summary>
		/// PVP相关参数
		/// </summary>
		public double PVPPushHigh =1.1;
		/// <summary>
		/// PVP相关参数
		/// </summary>
		public int PVPPushLowNum =7;
		/// <summary>
		/// PVP相关参数
		/// </summary>
		public int PVPPushHighNum =2;
		/// <summary>
		/// 强化宝物经验和coin消耗比
		/// </summary>
		public int TreaStreagthCoinPerExp =1;
		/// <summary>
		/// 夺宝限定的等级
		/// </summary>
		public int TreaSweepLevel =15;
		/// <summary>
		/// 夺宝消耗的耐力
		/// </summary>
		public int TreaSweepCostEnergy =2;
		/// <summary>
		/// 夺宝获得的经验等级比
		/// </summary>
		public int TreaSweepExpPerLevel =2;
		/// <summary>
		/// 夺宝获得的coin等级比
		/// </summary>
		public int TreaSweepCoinPerLevel =55;
		/// <summary>
		/// 招募英雄1一次的消耗
		/// </summary>
		public string WarriorRecruitCostType1 ="item_016,1";
		/// <summary>
		/// 招募英雄1十次的消耗
		/// </summary>
		public string WarriorRecruitCostType1NumType2 ="item_016,10";
		/// <summary>
		/// 招募英雄1的每天免费次数
		/// </summary>
		public int WarriorRecruitCostType1FreeTimes =3;
		/// <summary>
		/// 招募英雄1的每次免费间隔时长分钟
		/// </summary>
		public int WarriorRecruitCostType1Time =10;
		/// <summary>
		/// 招募英雄1的几次一必中
		/// </summary>
		public int WarriorRecruitCostType1Must =10;
		/// <summary>
		/// 招募英雄1的开启等级
		/// </summary>
		public int WarriorRecruitCostType1Level =1;
		/// <summary>
		/// 招募英雄2一次的消耗
		/// </summary>
		public string WarriorRecruitCostType2 ="diamond,300";
		/// <summary>
		/// 招募英雄2一次的消耗
		/// </summary>
		public string WarriorRecruitCostType2Item ="item_048,1";
		/// <summary>
		/// 招募英雄2十次的消耗
		/// </summary>
		public string WarriorRecruitCostType2NumType2Item ="item_049,1";
		/// <summary>
		/// 招募英雄2十次的消耗
		/// </summary>
		public string WarriorRecruitCostType2NumType2 ="diamond,2800";
		/// <summary>
		/// 招募英雄2的免费间隔时长小时
		/// </summary>
		public int WarriorRecruitCostType2Time =48;
		/// <summary>
		/// 招募英雄2的几次一必中
		/// </summary>
		public int WarriorRecruitCostType2Must =10;
		/// <summary>
		/// 招募英雄2的开启等级
		/// </summary>
		public int WarriorRecruitCostType2Level =1;
		/// <summary>
		/// 招募英雄3一次的消耗
		/// </summary>
		public string WarriorRecruitCostType3 ="diamond,300";
		/// <summary>
		/// 招募英雄3十次的消耗
		/// </summary>
		public string WarriorRecruitCostType3NumType2 ="diamond,2800";
		/// <summary>
		/// 招募英雄3的每日次数上限
		/// </summary>
		public int WarriorRecruitCostType3MaxTimes =50;
		/// <summary>
		/// 招募英雄3的免费间隔时长小时
		/// </summary>
		public int WarriorRecruitCostType3Time =48;
		/// <summary>
		/// 招募英雄3的概率表切换间隔时长小时
		/// </summary>
		public int WarriorRecruitCostType3TimeSwitch =48;
		/// <summary>
		/// 招募英雄3的几次一必中
		/// </summary>
		public int WarriorRecruitCostType3Must =10;
		/// <summary>
		/// 招募英雄3的开启等级
		/// </summary>
		public int WarriorRecruitCostType3Level =20;
		/// <summary>
		/// 招募英雄3的幸运值上限
		/// </summary>
		public int WarriorRecruitCostType3LuckyLimit =500;
		/// <summary>
		/// 招募英雄3每招募一次增加幸运值
		/// </summary>
		public int WarriorRecruitCostType3LuckyPerValue =10;
		/// <summary>
		/// 招募英雄3显示等级
		/// </summary>
		public int WarriorRecruitCostType3LevelShow =20;
		/// <summary>
		/// 战斗最大回合数
		/// </summary>
		public int fight_max_round =15;
		/// <summary>
		/// 浮空衰减系数
		/// </summary>
		public double floatFalloff =0.1;
		/// <summary>
		/// 获取好友赠送精力最大值
		/// </summary>
		public int MaxGetFriendEnergy =15;
		/// <summary>
		/// 刷新商店免费更新一次的时间（小时）
		/// </summary>
		public int RefreshShopGetFreeTime =2;
		/// <summary>
		/// 刷新商店的刷新道具（刷新令）
		/// </summary>
		public string RefreshShopRefreshItem ="item_013,1";
		/// <summary>
		/// 回忆圣坛刷新的代币
		/// </summary>
		public string RefreshShopRefreshLight ="diamond,20";
		/// <summary>
		/// 怪物进攻前进移动时间（秒）
		/// </summary>
		public double monsterMoveSkillTime =1;
		/// <summary>
		/// 回忆圣坛(滞留之光兑换）解锁等级
		/// </summary>
		public int MysteryshopUnlockLevel =16;
		/// <summary>
		/// 刷新商店保留的最大免费次数
		/// </summary>
		public int RefreshShopMaxFreeTimes =10;
		/// <summary>
		/// 领奖中心的奖励自动删除天数
		/// </summary>
		public int DeleteRewardDays =14;
		/// <summary>
		/// 副本重置花费钻石
		/// </summary>
		public string CopyResetDiamondCost ="20;30;50;100";
		/// <summary>
		/// 夺宝5次主角等级
		/// </summary>
		public int Plunder5MinLevel =30;
		/// <summary>
		/// 夺宝5次vip等级
		/// </summary>
		public int Plunder5VipMinLevel =3;
		/// <summary>
		/// 修改昵称花费钻石
		/// </summary>
		public string EditNameCost ="diamond,300";
		/// <summary>
		/// 竞技场/声望商店开放等级
		/// </summary>
		public int PVPLevel =10;
		/// <summary>
		/// 夺宝玩法、穿戴饰品等级
		/// </summary>
		public int RobTreasureLevel =15;
		/// <summary>
		/// 副本扫荡开放等级
		/// </summary>
		public int FightTenLevel =16;
		/// <summary>
		/// 跳过战斗开放等级
		/// </summary>
		public int SkipBattleLevel =25;
		/// <summary>
		/// 跳过战斗开放VIP等级
		/// </summary>
		public int SkipBattleVipLevel =3;
		/// <summary>
		/// 角色突破开放等级
		/// </summary>
		public int HeroBreachedLevel =35;
		/// <summary>
		/// 世界之树开放等级
		/// </summary>
		public int WorldTreeLevel =13;
		/// <summary>
		/// 回收屋/回忆圣坛开放等级
		/// </summary>
		public int RecycleRoomLevel =16;
		/// <summary>
		/// 野外/冶炼屋/料理屋开放等级
		/// </summary>
		public int OutdoorLevel =18;
		/// <summary>
		/// 试炼之地/神装商店开放等级
		/// </summary>
		public int INCarnatingLevel =22;
		/// <summary>
		/// 活动副本开放等级
		/// </summary>
		public int ActivityBattleLevel =26;
		/// <summary>
		/// 组队副本
		/// </summary>
		public int TeamBattleLevel =28;
		/// <summary>
		/// 远征开放等级
		/// </summary>
		public int SailingLevel =32;
		/// <summary>
		/// 悬赏任务/积分商店开放等级
		/// </summary>
		public int WantedMissionLevel =35;
		/// <summary>
		/// 聊天开启VIP等级
		/// </summary>
		public int ChatVipLevel =2;
		/// <summary>
		/// 聊天开放等级
		/// </summary>
		public int ChatLevel =20;
		/// <summary>
		/// 聊天说话间隔，单位：秒
		/// </summary>
		public int ChatInterval =20;
		/// <summary>
		/// 伙伴祝福开放等级
		/// </summary>
		public int FriendWishLevel =100;
		/// <summary>
		/// 武器背包容量
		/// </summary>
		public int EquipBagCapacity =80;
		/// <summary>
		/// 首充奖励内容
		/// </summary>
		public string FirstRechargeReward ="coin,188888;equip_013,1;item_002,5";
		/// <summary>
		/// 副本扫荡VIP等级
		/// </summary>
		public int FightTenVIPLevel =2;
		/// <summary>
		/// 角色训练开放等级
		/// </summary>
		public int HeroTrainLevel =10;
		/// <summary>
		/// 怪物AI技能释放间隔时间
		/// </summary>
		public double CopyEnemyAIDeltaTime =1;
		/// <summary>
		/// 玩家AI技能释放间隔时间
		/// </summary>
		public double PlayerAIDeltaTime =2;
		/// <summary>
		/// 月卡剩余几天可以重新购买
		/// </summary>
		public int CanBuyMonthCard =5;
		/// <summary>
		/// 获取后台公告地址列表的url
		/// </summary>
		public string AnnouncementListUrl ="http://host:port/";
		/// <summary>
		/// 可以更换主角的等级
		/// </summary>
		public int SwapMainHeroLevel =12;
		/// <summary>
		/// 第1位置
		/// </summary>
		public int array_pos1 =1;
		/// <summary>
		/// 第2位置
		/// </summary>
		public int array_pos2 =1;
		/// <summary>
		/// 第3位置
		/// </summary>
		public int array_pos3 =5;
		/// <summary>
		/// 第4位置
		/// </summary>
		public int array_pos4 =15;
		/// <summary>
		/// 第1助阵位
		/// </summary>
		public int array_help_pos1 =25;
		/// <summary>
		/// 第2助阵位
		/// </summary>
		public int array_help_pos2 =35;
		/// <summary>
		/// 第3助阵位
		/// </summary>
		public int array_help_pos3 =45;
		/// <summary>
		/// 第4助阵位
		/// </summary>
		public int array_help_pos4 =55;
		/// <summary>
		/// 第5助阵位
		/// </summary>
		public int array_help_pos5 =60;
		/// <summary>
		/// 第6助阵位
		/// </summary>
		public int array_help_pos6 =70;
		/// <summary>
		/// 客户端同屏人数上限
		/// </summary>
		public int AOIPlayerCountLimitClient =50;
		/// <summary>
		/// 服务端AOI人数上限
		/// </summary>
		public int AOIPlayerCountLimitServer =100;
		/// <summary>
		/// 被击时倒地状态下炎魔石的掉率
		/// </summary>
		public double BreakGetMagicStonePercent =0.12;
		/// <summary>
		/// 炎魔石附带buff
		/// </summary>
		public string MagicStoneBuff ="buff_mstone";
		/// <summary>
		/// 初始物品
		/// </summary>
		public string InitialItem ="frag_trea_001_1,1;frag_trea_001_2,1;item_017,1;popularity,150";
		/// <summary>
		/// 新手引导强者招募
		/// </summary>
		public string GuideWarriorRecruitCostType2 ="hero_025";
		/// <summary>
		/// 强者招募阵营概率最高档
		/// </summary>
		public int WarriorRecruitCostType2SpaceProbality0 =5;
		/// <summary>
		/// 强者招募阵营概率中档
		/// </summary>
		public int WarriorRecruitCostType2SpaceProbality1 =3;
		/// <summary>
		/// 强者招募阵营概率最低档
		/// </summary>
		public int WarriorRecruitCostType2SpaceProbality2 =2;
		/// <summary>
		/// 强者招募橙将权重
		/// </summary>
		public int WarriorRecruitCostType2Quality20Weighting =5;
		/// <summary>
		/// 强者招募紫将权重
		/// </summary>
		public int WarriorRecruitCostType2Quality18Weighting =1;
		/// <summary>
		/// 血盾BUFF下的被击特效
		/// </summary>
		public string ShieldBuffBeHitParticleId ="247";
		/// <summary>
		/// 血盾BUFF下的被击特效挂载点
		/// </summary>
		public string ShieldBuffBeHitParticleMount ="root";
		/// <summary>
		/// 特效缩放基准
		/// </summary>
		public string ParticleScaleDependence ="1.75,0.8,0.8";
		/// <summary>
		/// 豪华签到的充值金额
		/// </summary>
		public double LuxurySignRechargeAmount =6;
		/// <summary>
		/// 聊天最大显示条数
		/// </summary>
		public int MaxChatNumber =50;
		/// <summary>
		/// 首充赠送钻石倍数
		/// </summary>
		public int FirstRechargeGiftRate =1;
		/// <summary>
		/// 格挡效果下的被击特效
		/// </summary>
		public string BlockBeHitParticleId ="181";
		/// <summary>
		/// 格挡效果下的被击特效挂载点
		/// </summary>
		public string BlockBeHitParticleMount ="buffb";
		/// <summary>
		/// 爆头效果的被击特效
		/// </summary>
		public string HeadshotBeHitParticleId ="179";
		/// <summary>
		/// 爆头效果的被击特效挂载点
		/// </summary>
		public string HeadshotBeHitParticleMount ="buffa";
		/// <summary>
		/// 好友上限个数
		/// </summary>
		public int MaxFriendNum =60;
		/// <summary>
		/// 世界BOSS购买最大次数
		/// </summary>
		public int WorldBossMaxBuyCount =20;
		/// <summary>
		/// 世界BOSS每次购买价格
		/// </summary>
		public string WorldBossPerBuyPrice ="diamond,20";
		/// <summary>
		/// 世界BOSS初始免费次数
		/// </summary>
		public int WorldBossFreeTimes =5;
		/// <summary>
		/// 世界BOSS免费次数恢复时间（分钟）
		/// </summary>
		public int WorldBossRecoverTime =15;
		/// <summary>
		/// 远征各时间出现概率
		/// </summary>
		public string ExpeditionTimeRate ="4,40;8,40;12,20";
		/// <summary>
		/// 远征刷新免费次数
		/// </summary>
		public int ExpeditionRefreshFreeTime =2;
		/// <summary>
		/// 远征触发额外好运事件的概率（万分比）
		/// </summary>
		public int ExpeditionExtraLuckyReward =1;
		/// <summary>
		/// 远征失败获得经验比例（百分比）
		/// </summary>
		public int ExpeditionFailExp =30;
		/// <summary>
		/// 远征好友镇压每日次数
		/// </summary>
		public int ExpeditionHelpCount =15;
		/// <summary>
		/// 远征好友镇压获得钻石数
		/// </summary>
		public string ExpeditionHelperReward ="diamond,5";
		/// <summary>
		/// 远征每小时消耗耐力
		/// </summary>
		public int ExpeditionEnergyCostPerHour =2;
		/// <summary>
		/// 远征刷新消耗
		/// </summary>
		public string ExpeditionRefreshCost ="diamond,20";
		/// <summary>
		/// 疲劳值每日重置点数
		/// </summary>
		public string LifeSkillTirednessReset ="tiredness,200";
		/// <summary>
		/// 悬赏攻击次数上限
		/// </summary>
		public int MaxWantedAttTimes =10;
		/// <summary>
		/// 悬赏攻击回复冷却时间（单位小时）
		/// </summary>
		public int WantedAttRecoveryTime =1;
		/// <summary>
		/// 悬赏BOSS致使一击攻击倍数
		/// </summary>
		public double WantedAttMultiples =2.5;
		/// <summary>
		/// 安全区HP恢复（N秒恢复M）
		/// </summary>
		public string HpRecoveryPercent ="10,0.1";
		/// <summary>
		/// PVP进入战斗倒计时（秒）
		/// </summary>
		public int FieldPVPCountDown =3;
		/// <summary>
		/// PVP战斗持续（秒）
		/// </summary>
		public int FieldPVPKeep =3;
		/// <summary>
		/// 每场扫荡消耗的料理加成时间（分钟）
		/// </summary>
		public int LifeSkillFightTenTimeCost =3;
		/// <summary>
		/// 野外PVP被攻击方被夺走的银币百分比（每笔）
		/// </summary>
		public double Pvp_Lose_Coin_Percent =0.02;
		/// <summary>
		/// 野外PVP被攻击方每次被夺走的银币上限（每笔）
		/// </summary>
		public long Pvp_Lose_Coin_Max =50000;
		/// <summary>
		/// 野外PVP攻击方每日最多掠夺的金币上限
		/// </summary>
		public long Pvp_Rob_Coin_TotalMax =500000;
		/// <summary>
		/// 野外挖矿的稿
		/// </summary>
		public string MiningHoe ="w03_032_n";
		/// <summary>
		/// 鱼竿
		/// </summary>
		public string FishingRod ="w30_001_n";
		/// <summary>
		/// 野外原地复活消耗
		/// </summary>
		public string Resurrection ="diamond,100";
		/// <summary>
		/// 复活到安全区
		/// </summary>
		public double Resurrection2Safe =0.1;
		/// <summary>
		/// 鱼
		/// </summary>
		public string FishModel ="w30_002_n";
		/// <summary>
		/// 钓鱼啥也没得到，送个垃圾罐
		/// </summary>
		public string FishNoReward ="item_062,1";
		/// <summary>
		/// 每日杀人最大数量
		/// </summary>
		public int MaxKillLimit =60;
		/// <summary>
		/// 野外买活花费
		/// </summary>
		public string FieldBuyLife ="diamond,50";
		/// <summary>
		/// 第一次从监狱赎回花费
		/// </summary>
		public string FirstRedeemCost ="coin,10000";
		/// <summary>
		/// 从监狱赎回每个杀人数的花费
		/// </summary>
		public string KillPerCost ="diamond,5";
		/// <summary>
		/// 闯关开启等级限制
		/// </summary>
		public int RushLimitLevel =22;
		/// <summary>
		/// 野怪战斗状态最长持续时间（单位分钟）
		/// </summary>
		public int SideMonsterFightKeepMaxTime =3;
		/// <summary>
		/// 可以被低级宝石合成的宝石最高等级
		/// </summary>
		public int GemBeComposeMaxLevel =6;
		/// <summary>
		/// 膜拜排行榜的玩家，给金币奖励
		/// </summary>
		public string AddGoodReward ="coin,10000";
		/// <summary>
		/// 膜拜排行榜的玩家次数
		/// </summary>
		public int AddGoodTimes =3;
		/// <summary>
		/// 野外自己玩家血条高度（已经计算了身高）
		/// </summary>
		public double FieldSelfHpHeight =1;
		/// <summary>
		/// 野外其他玩家血条高度（已经计算了身高）
		/// </summary>
		public double FieldOtherHpHeight =1;
		/// <summary>
		/// 野外怪物血条高度（已经计算了身高）
		/// </summary>
		public double FieldMonsterHpHeight =1;
		/// <summary>
		/// 角色重置花费钻石
		/// </summary>
		public string WarriorRebuildCost ="diamond,50";
		/// <summary>
		/// 装备重置花费钻石
		/// </summary>
		public string EquipmentRebuildCost ="diamond,50";
		/// <summary>
		/// 闯关一键三星玩家等级限制
		/// </summary>
		public int RushOneKeyStarLevelLimit =40;
		/// <summary>
		/// 闯关一键三星VIP等级限制
		/// </summary>
		public int RushOneKeyStarVipLevelLimit =2;
		/// <summary>
		/// 闯关三星扫荡玩家等级限制
		/// </summary>
		public int RushSweepTopLevelLimit =55;
		/// <summary>
		/// 闯关三星扫荡VIP等级限制
		/// </summary>
		public int RushSweepTopVipLevelLimit =3;
		/// <summary>
		/// 红名状态被其它人击杀降低杀人数
		/// </summary>
		public int ReduceKills =1;
		/// <summary>
		/// 新手引导钓鱼获得
		/// </summary>
		public string GuideFish ="FishItem_007,1;FishItem_013,1;FishItem_019,1";
		/// <summary>
		/// 新手引导挖矿获得
		/// </summary>
		public string GuideMine ="MineItem_007,2";
		/// <summary>
		/// 副本每个红球获得金币奖励
		/// </summary>
		public string CopyRedBallReward ="coin,10";
		/// <summary>
		/// 副本每个蓝球获得金币奖励
		/// </summary>
		public string CopyBlueBallReward ="coin,10";
		/// <summary>
		/// 副本红球蓝球可获得最高金币奖励
		/// </summary>
		public string CopyBallRewardMax ="coin,1500";
		/// <summary>
		/// 野外回血CD
		/// </summary>
		public int FieldHpCD =60;
		/// <summary>
		/// 野外买活了无敌时间（秒）
		/// </summary>
		public double InvincibleTime =5;
		/// <summary>
		/// 小包升级到大包的奖励
		/// </summary>
		public string BigClientReward ="diamond,300";
		/// <summary>
		/// 高中低画质的最大帧率
		/// </summary>
		public string MaxFrameRateStr ="30,25,15";
		/// <summary>
		/// 高中低画质的加载线程数
		/// </summary>
		public string WWWCountStr ="4,4,4";
		/// <summary>
		/// 公会开放等级
		/// </summary>
		public int UnionOpenLevel =30;
		/// <summary>
		/// 最大申请数
		/// </summary>
		public int UnionApplyMaxNum =10;
		/// <summary>
		/// 创建公会消耗
		/// </summary>
		public string UnionCreateCost ="diamond,300";
		/// <summary>
		/// 副会长人数限制
		/// </summary>
		public int UnionViceNum =3;
		/// <summary>
		/// 会员每天登陆获得活跃度
		/// </summary>
		public int UnionLoginActiveScore =10;
		/// <summary>
		/// 公会每天可领体力数量
		/// </summary>
		public int UnionGetStaminaDaily =10;
		/// <summary>
		/// 称号开放等级
		/// </summary>
		public int TitleOpenLevel =35;
		/// <summary>
		/// 普通招募购买金币数量
		/// </summary>
		public int BuyCoinCountOfRecruitType1 =1000;
		/// <summary>
		/// 强者招募购买金币数量
		/// </summary>
		public int BuyCoinCountOfRecruitType2 =10000;
		/// <summary>
		/// 王者招募购买金币数量
		/// </summary>
		public int BuyCoinCountOfRecruitType3 =10000;
		/// <summary>
		/// 装备锻造开放等级
		/// </summary>
		public int EquipForgeLevel =60;
		/// <summary>
		/// 公会名字字数限制
		/// </summary>
		public int UnionNameLengthLimit =12;
		/// <summary>
		/// 公会宣言字数限制
		/// </summary>
		public int UnionDeclarationLengthLimit =80;
		/// <summary>
		/// 公会公告字数限制
		/// </summary>
		public int UnionNoticeLengthLimit =140;
		/// <summary>
		/// 高中低画质的显示模型数
		/// </summary>
		public string MaxRenderModel ="60,40,20";
		/// <summary>
		/// 每个远征技能增加的好运事件概率
		/// </summary>
		public int ExpeditionLuckRatePerSkill =8;
		/// <summary>
		/// 野外BOSS攻击奖励次数
		/// </summary>
		public int MaxSideBossAttTimesReward =20;
		/// <summary>
		/// 野外小怪击杀奖励次数
		/// </summary>
		public int MaxSideMonsterKillTimesReward =50;
		/// <summary>
		/// 野外BOSS击杀奖励次数
		/// </summary>
		public int MaxSideBossKillTimesReward =3;
		/// <summary>
		/// 公会成员每日登录为公会提供的积分
		/// </summary>
		public int UnionLoginScore =5;
		/// <summary>
		/// 使用公会徽章为公会提供的积分
		/// </summary>
		public int UnionUseBadgeScore =5;
		/// <summary>
		/// 每天最大捐献的金币数
		/// </summary>
		public int UnionMaxDailyDonateCoin =1500000;
		/// <summary>
		/// 每天最大捐献的徽章数
		/// </summary>
		public int UnionMaxDailyDonateBadge =30;
		/// <summary>
		/// 每次最小捐献的金币数
		/// </summary>
		public int UnionMinDailyDonateCoin =100000;
		/// <summary>
		/// 每次最小捐献的徽章数
		/// </summary>
		public int UnionMinDailyDonateBadge =1;
		/// <summary>
		/// 捐献金币对应的贡献值（自己的）
		/// </summary>
		public int UnionDonateCoinContributVal =20;
		/// <summary>
		/// 捐献徽章对应的贡献值
		/// </summary>
		public int UnionDonateBadgeContributVal =150;
		/// <summary>
		/// 捐献金币对应的捐献值（公会的）
		/// </summary>
		public int UnionDonateCoinDonateVal =1;
		/// <summary>
		/// 捐献徽章对应的捐献值
		/// </summary>
		public int UnionDonateBadgeDonateVal =8;
		/// <summary>
		/// 每日首次捐献金币为公会提供的积分
		/// </summary>
		public int UnionFirstContributeCoinScore =5;
		/// <summary>
		/// 祈祷消耗的贡献值
		/// </summary>
		public int UnionPrayContributeCost =100;
		/// <summary>
		/// 退出公会后重新加入时间间隔（小时）
		/// </summary>
		public int UnionQuitInterval =24;
		/// <summary>
		/// 每日祈祷的最大次数
		/// </summary>
		public int UnionPrayDailyCount =3;
		/// <summary>
		/// 祈祷有效时长（小时）
		/// </summary>
		public int UnionPrayDuration =24;
		/// <summary>
		/// 英雄雕像开启消耗金币（公会的消耗）
		/// </summary>
		public int UnionOpenHeroStatueCoinCost =10000000;
		/// <summary>
		/// 英雄雕像开启消耗徽章（公会的消耗）
		/// </summary>
		public int UnionOpenHeroStatueBadgeCost =20;
		/// <summary>
		/// 守护之树开启消耗金币（公会的消耗）
		/// </summary>
		public int UnionOpenGuardTreeCoinCost =10000000;
		/// <summary>
		/// 守护之树开启消耗金币（公会的消耗）
		/// </summary>
		public int UnionOpenGuardTreeBadgeCost =20;
		/// <summary>
		/// 战斗最大回合数
		/// </summary>
		public int FightMaxRoundNum =40;
		/// <summary>
		/// 导航精灵判断体力值临界点
		/// </summary>
		public int FuncNavStaminaLimit =10;
		/// <summary>
		/// 导航精灵判断耐力值临界点
		/// </summary>
		public int FuncNavEnergyLimit =2;
		/// <summary>
		/// 导航精灵判断疲劳值临界点
		/// </summary>
		public int FuncNavTirednessLimit =2;
		/// <summary>
		/// 公会战资源背包最大数量
		/// </summary>
		public int UnionFightResNum =50;
		/// <summary>
		/// 公会战PVP距离检测检测半径
		/// </summary>
		public double UnionFightCheckPvpDistance =0.5;
		/// <summary>
		/// 公会战PVP距离检查时间间隔
		/// </summary>
		public double UnionFightCheckPvpTimeDelay =0.25;
		/// <summary>
		/// 公会战移动每秒钟发送坐标频率
		/// </summary>
		public int UnionFightMoveHz =8;
		/// <summary>
		/// 公会战每场战斗的持续时间
		/// </summary>
		public double UnionFightDuration =5;
		/// <summary>
		/// 公会战死亡复活时间
		/// </summary>
		public string UnionFightReviveTime ="5,10,15,20,25,30,35,40";
		/// <summary>
		/// 公会战玩家默认移动速度
		/// </summary>
		public double UnionFightPlayerMoveSpeed =5;
		/// <summary>
		/// 公会战上交资源与公会贡献转换率（贡献=资源 x n）
		/// </summary>
		public double UnionFightResConvertOfferFactor =1;
		/// <summary>
		/// 公会战杀死玩家获得的战争积分
		/// </summary>
		public double UnionFightKillPlayerRewardScore =5;
		/// <summary>
		/// 公会战挖矿到达距离
		/// </summary>
		public double UnionFightArriveResourcePointDistance =1.3;
		/// <summary>
		/// 公会战强制同步位置(服务器发来坐标，强制拉回)
		/// </summary>
		public double UnionFightForceSyncPositionRange =5;
		/// <summary>
		/// 公会战抵达NPC位置
		/// </summary>
		public double UnionFightArriveNpc =0.8;
		/// <summary>
		/// 公会战抵达其他玩家的范围
		/// </summary>
		public double UnionFightArriveOther =0.8;
		/// <summary>
		/// 公会战抵达守卫范围
		/// </summary>
		public double UnionFightArriveGuard =0.8;
		/// <summary>
		/// 公会战可点击NPC最小距离
		/// </summary>
		public double UnionFightCanClickNpcRange =10;
		/// <summary>
		/// 公会战可点击守卫最小距离
		/// </summary>
		public double UnionFightCanClickGuardRange =10;
		/// <summary>
		/// 公会战可点击资源最小距离
		/// </summary>
		public double UnionFightCanClickResRange =10;
		/// <summary>
		/// 公会战可点击野怪最小距离
		/// </summary>
		public double UnionFightCanClickMonsterRange =10;
		/// <summary>
		/// 公会战可点击其他玩家最小距离
		/// </summary>
		public double UnionFightCanClickOtherRange =10;
		/// <summary>
		/// 公会战抵达Monster距离
		/// </summary>
		public double UnionFightArriveMonster =1.2;
		/// <summary>
		/// 公会战上交资源最小验证距离
		/// </summary>
		public double UnionFightResMinDistance =3;
		/// <summary>
		/// 公会战NPC最小验证距离
		/// </summary>
		public double UnionFightNpcMinDistance =3;
		/// <summary>
		/// 公会战首发人数
		/// </summary>
		public int UnionFighterNum =25;
		/// <summary>
		/// 公会战调整首发次数
		/// </summary>
		public int UFMaxAdjustApplyTimes =10;
		/// <summary>
		/// 公会战玩家更新阵容次数
		/// </summary>
		public int UFMaxPlayerAjustTime =3;
		/// <summary>
		/// 公会战会长集结持续时间
		/// </summary>
		public double UFLeaderFocusLastTime =120;
		/// <summary>
		/// 公会战会长集结冷却时间
		/// </summary>
		public double UFLeaderFocusCDTime =120;
		/// <summary>
		/// 宠物商店手动刷新钻石消耗
		/// </summary>
		public string PetShopRefreshCost ="diamond,20";
		/// <summary>
		/// 宠物商店手动刷新每周次数上限
		/// </summary>
		public int PetShopRefreshCount =10;
		/// <summary>
		/// 宠物距离主人最大距离
		/// </summary>
		public double PetMaxDistanceFromMaster =4;
		/// <summary>
		/// 公会战胜利获得积分
		/// </summary>
		public string UnionFightWinReward ="50,40,30,20";
		/// <summary>
		/// 公会战失败获得积分
		/// </summary>
		public string UnionFightLoseReward ="25,20,15,10";
		/// <summary>
		/// 公会战杀死玩家获得的贡献（货币）
		/// </summary>
		public double UnionFightKillPlayerRewardOffer =5;
		/// <summary>
		/// 公会战参与战斗个人奖励
		/// </summary>
		public string UnionFightPersonalPartipationReward ="contribution,100;item_089,2";
		/// <summary>
		/// 公会战战斗胜利个人奖励
		/// </summary>
		public string UnionFightPersonalWinReward ="contribution,100;item_089,2";
		/// <summary>
		/// 公会战达成MVP个人奖励
		/// </summary>
		public string UnionFightPersonalMVPReward ="contribution,100;item_089,2";
		/// <summary>
		/// 公会战完成两项任务个人奖励
		/// </summary>
		public string UnionFightPersonalFinishMissionReward ="contribution,100;item_089,2";
		/// <summary>
		/// 通用跑马灯每一帧速度
		/// </summary>
		public int MarqueeSpeed =2;
		/// <summary>
		/// 通用跑马灯默认显示几次数据
		/// </summary>
		public int MarqueeCount =3;
		/// <summary>
		/// 宠物重置
		/// </summary>
		public string PetRebuildCost ="diamond,50";
		/// <summary>
		/// 公会战城门四种状态血量比(正常;一级破损;二级破损;完全损坏)
		/// </summary>
		public string UnionFightGateState ="1;0.8;0.4;0";
		/// <summary>
		/// 公会战战车四种状态血量比(正常;虚弱动画;虚弱动画+更换成破损材质;死亡)
		/// </summary>
		public string UnionFightChariotState ="1;0.8;0.4;0";
		/// <summary>
		/// 公会战开门距离
		/// </summary>
		public double UnionFightOpenGateDis =4;

    }
}
